Starting areas

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Alpha-1 early preview starting area.[1]

There is no railroaded driven theme park experience here. You will have the opportunity to create your own destiny in that regard, which means you don't have to necessarily follow the quest line nor do you have to participate in events or experiences around the starting area. Now it may be more beneficial to do that; and in that regard I guess there could be a meta around doing that, but you could branch out proceed to other areas and do different content.[2]Steven Sharif

Starting areas (starting zones) are located in the ruined cities of the four ancient races of Verra.[3]

  • Starting areas are located near one of the four divine gateways where players spawn into the world.[3][4]
    • The Tulnar have a starting area without a divine gateway.[5][6] They have the same option of starting at any of the divine gateways as other races.[7]
    • Starting areas have some distance between them.[5]
  • Starting areas include expeditionary NPC settlements that serve as initial quest origination points.[4] Lore-wise, these settlements represent scouts that were sent ahead of the main expedition back to Verra.[10]
    • These settlements are designed to acclimatize new players entering the world.[10]
    • While it may be advantageous to do so, there is no requirement for players to play through any specific starter zone content.[2]

A problem that a lot of MMOs have is that those starting areas become just vacant of players and it's so sad because the greatest aspect of an MMO is that community that you get to experience, so one of the great things about the node system is that it really works from new player acquisition standpoint, where these nodes tend to develop larger near the starting location areas around the world; and it brings these players back to those locations if they're citizens and want services within those cities. So, as new players enter the world they're going to actually be surrounded most likely by more population because people are coming back to those larger nodes.[11]Steven Sharif

Alpha-1 starting area

Alpha-1 alpha island starting area.[12]

There's been some significant lighting changes here in this area. There's been some work on the foliage, on the trees that are available, toned down some of the ruins, rearranged some of the tents and it's starting to look pretty good.[12]Steven Sharif

The Alpha-1 starting area was set in the ruins of a Pyrian divine gateway to the south of alpha island.[13]

Alpha-2 starting area

You'll be seeing more as we get closer to Alpha Two but this will give you a little bit of insight to the capital city of the Aelan empire prior to the Exodus. This is one of the starting areas that players enter into. This will be this one of the starting areas in alpha 2.[14]Steven Sharif

Divine gateways

Empyrean divine gateway concept art.

When you play the MMORPG you're going to be stepping through what are called these divine gateways from a planet called Sanctus and Sanctus was really a safe haven that was forethought by the Goddess of Fate and Creation as a sanctuary to provide the people of Verra who could survive the fall, the apocalypse, the exodus essentially.[16]Steven Sharif

Divine gateways are portals located in the ruined cities of the four ancient races of Verra.[3]

Where players start, they enter this portal from another world called Sanctus. Sanctus is a place of no magic, low technology; and players are the first expeditioners that are coming through this portal into the world of Verra.[19]Jeffrey Bard

Tulnar starting area

Points of interest will exist that represent Tulnar npc structures. In the similar fashion that the starting areas around divine gateways will include expeditionary npc settlements not tied to the node structures but serve as initial quest origination points.[4]Steven Sharif

Tulnar have a starting area that does not involve a divine gateway.[5]

  • Points of interest exist that represent Tulnar NPC structures in a similar fashion to the starting areas around divine gateways.[4]
Tulnar have the same option of starting at any of the divine gateways. Their civilization, though within the underrealm, has also begun to explore the surface.[7]Steven Sharif

Unlike the other races, the Tulnar won’t be returning to Verra. Instead they will be returning to the surface from the Underrealm for the first time in generations.[20]

Mentorship program

info-orange.pngSommige van de volgende informatie is niet recentelijk bevestigd door de ontwikkelaars en staat mogelijk niet op de huidige ontwikkelingsroutekaart.

There will be a mentorship program where upper-level players are able to benefit from partying and/or helping lower level players; and getting them situated in the game.[11]

There will be activities that are present for higher level players to mentor lower level players. Let's say you have a friend who joins later on and you still want to do things with them, there will be things to do. Will he be able to enter a dungeon of your level and participate? No, because we don't want to inflate or deflate characters and manipulate that type of skill or power. We want that to be something that makes sense for them in a progression standpoint.[22]Steven Sharif
The mentorship program provides individual quests that can be initiated by the mentor based off of what node that they are part of. So these are like quests that are determined by either certain buildings and/or organizations or the mayor; and there are specific ones that are available for mentors to provide mentees; and they can also participate in some of those quest lines as well: Whether that be leading your mentee through a dungeon or providing a location for them to arrive with you at, or escort quests for the NPC caravans. These types of things, when done together with your mentor, will provide benefits both for the mentor and the mentee as well, so you're incentivized to participate with new players.[21]Steven Sharif

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